>>53092274we shat on the rabbit and CHARIZAAAARD with 2 turn strats, though. Hopefully text below will work.
Iron Hands @ Booster Energy
252HP / 252Att / 4SpD
Adamant nature
- Belly Drum
- Earthquake
Corviknight @ Mental Herb
248HP / 8Def / 252SpD
Calm nature
- Defog
- Light Screen / Reflect
- Taunt
- Screech
Turn1:
Turn 0 Swords Dance > Defense Cheer, Taunt, Reflect, Belly Drum
Turn 0 Double Team > Defog, Taunt, Reflect/Light Screen, Belly Drum
Turn 2: Screech x3, Earthquake
This set tries to account for a Turn 0 Double Team or Turn 0 Swords Dance. If the Turn 0 move is an attacking move and chooses Iron Hands, it's pretty much a rap.
The turn order is also set-up in a way that Belly Drum can go off without a hitch. The Defense Cheer on the first Corvinight mitigates the damage for the rest of the team, and the barrier goes up right before Iron Hand's turn. If the Greninja decides to Brick Break on Iron Hands to break the Light Screen/Reflect then it can't close out the kill next turn, even after Belly Drum. The only way it could reliably kill is if it simultaneously +Atk and +Sp,A nature and that's impossible. If it doesn't break the barrier, then it can no longer kill with anything barring crits.
It's not perfect by any means, but it accounts for most of what Greninja could theoretically pull off and barely crosses the damage threshold for a kill, assuming that 7* raids are still 25x HP.